136,291 Commits over 4,324 Days - 1.31cph!
matrix display - enabled emission fresnel to reduce visual screen noise
meds box - removed duplicate renderlod
sulfur box - removed lod4, adjusted lod values, meshlod for matrix
tools box - adjusted lod values
ore box - adjusted lod values
scrap box - adjusted lod values
stone box - adjusted lod values, moved prefab location
meds box - render lod, adjusted lod values
metal box - adjusted lod values
food box - lod values adjusted
guns box - lod values adjusted
comps box - adjusted lod values
explosive box - adjusted lod values
armour box - adjusted lod values, removed duplicate lod
charcoal box - adjusted lod values
wood box - updated lod values, removed lod4
ammo box - updated lod values, created art prefabs, adjusted empty transforms to zero
Merge from foliage_instancing_shader_feature
Add alternate slanted grid topology option
Fix culling radius calculation
Fix LOD scaling cell positions for culling
Merge from fix_guid_null_primitive
Merge from fix_paste_mountable
Merge from heli_fixcars_changes_2
Include any SkeletonProperties referenced models as well
Convert hair dye collection to use material parameters for Rust/Standard instead of Core/Hair
Added some wip parameters to hair dye properties
Fixed BBQ gibs not being skinned
merge from naval_update/io_boats
merge from workshop_unload_fix
Updated perf text to show the skins waiting to unload count
We now wait 120s before unloading a workshop skins with 0 references
Fixes the missing material on gibs of skinned deployables, it was frequent with unpooled prefabs like vending machines
Scan the project for animations we need on the server every build
- emulate BiRP implicit stencil write in g-buffer pass
- provide global_DeferredIndirectLightingActive flag
Foundation corner conditional model checks
Foundation corner sockets
Added ModelConditionTest_FoundationCornerLeft and ModelConditionTest_FoundationCornerRight
Support for alpha in cap base colour, gives some more control for lighter skin tones
Switch cap base color to be non-HDR in hairdyecollection
Don't do gamma correction on capbasecolor in hair dye collection
Initial hair work, set up for average skin set collection so not available by default (part 2)
Initial hair work, set up for average skin set collection so not available by default (part 1)
Optimize sleeping bags
- switch List<> of all sleeping bags on server to ListHashSet<> so Contains() and Remove() isn't slow
- update methods to iterate through list of sleeping bags per player instead of old global list of all sleeping bags on server
Tweaked some prefabs ground watch, fixing issues on boats
merge from hackweek_more_tests
Fixed DeployVolumeEntityBounds showing editable bounds gizmos, its set to entity's bounds at preprocess
Fixed 51 prefabs clipping with the vehicle_large layer, mostly IO stuff again
merge from fix_roof_debris -> main
Also add debris DeployVolume to the top of the normal roof
merge from fix_roof_debris -> main
Fix roof placement not being blocked by debris by adding a DeployVolume specifically looking for debris
merge from main -> fix_roof_debris
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Clean: leave a note why we're not running water traces and raycs concurrently
Tests: none, trivial change